Updated jAssimp API. 40% are complete now, some JNI wrappers are ready

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@34 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-05-23 12:30:52 +00:00
parent 4254fd9fe0
commit aab9376628
13 changed files with 852 additions and 95 deletions

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@ -200,6 +200,14 @@ const aiScene* Importer::ReadFile( const std::string& pFile, unsigned int pFlags
// validate the flags
ai_assert(ValidateFlags(pFlags));
// check whether this Importer instance has already loaded
// a scene. In this case we need to delete the old one
if (this->mScene)
{
delete mScene;
this->mScene = NULL;
}
// first check if the file is accessable at all
if( !mIOHandler->Exists( pFile))
{

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@ -4,3 +4,4 @@ javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Node"
javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Scene"
javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Mesh"
javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Texture"
javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Animation"

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@ -43,7 +43,239 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (defined ASSIMP_JNI_EXPORT)
// include the JNI API
#include <jni.h>
// include the header files generated by javah
#include "assimp_Importer.h"
#include "assimp_Animation.h"
#include "assimp_Node.h"
#include "assimp_Texture.h"
#include "assimp_Mesh.h"
#include "assimp_Material.h"
// include assimp
#include "../../include/aiTypes.h"
#include "../../include/aiMesh.h"
#include "../../include/aiAnim.h"
#include "../../include/aiScene.h"
#include "../../include/aiAssert.h"
#include "../../include/aiPostProcess.h"
#include "../../include/assimp.hpp"
#include "../DefaultLogger.h"
using namespace Assimp;
#include <list>
namespace Assimp {
namespace JNIBridge {
// used as error return code
#define AI_JNI_ERROR_RETURN 0xffffffff
// typedef for a jassimp context, used to uniquely identify
// the Importer object which belongs to a java Importer
typedef uint64_t JASSIMP_CONTEXT;
#if (defined _DEBUG)
typedef std::list< JASSIMP_CONTEXT > ImporterContextList;
static ImporterContextList g_listActiveContexts;
// ------------------------------------------------------------------------------------------------
/* Used in debug builds to validate a context
*/
bool jValidateContext (JASSIMP_CONTEXT context)
{
for (ImporterContextList::const_iterator
i = g_listActiveContexts.begin();
i != g_listActiveContexts.end();++i)
{
if (context == *i)return true;
}
DefaultLogger::get()->error("[jnibridge] Invalid context");
return false;
}
// ------------------------------------------------------------------------------------------------
/* Used in debug builds to validate a given scene
*/
bool jValidateScene (const aiScene* scene)
{
if (!scene)
{
DefaultLogger::get()->error("[jnibridge] No asset loaded at the moment");
return false;
}
return true;
}
#endif // ! ASSIMP_DEBUG
// ------------------------------------------------------------------------------------------------
/* Used in debug builds to validate a given scene
*/
Assimp::Importer* jGetValidImporterScenePair (JASSIMP_CONTEXT jvmcontext)
{
#if (defined _DEBUG)
if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext))return NULL;
#endif // ! ASSIMP_DEBUG
// get the importer instance from the context
Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
#if (defined _DEBUG)
if (!jValidateScene(pcImp->GetScene()))return NULL;
#endif // ! ASSIMP_DEBUG
return pcImp;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Importer
* Method: _NativeInitContext
* Signature: ()I
*/
JNIEXPORT jlong JNICALL Java_assimp_Importer__1NativeInitContext
(JNIEnv * jvmenv, jobject jvmthis)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// 2^64-1 indicates error
JASSIMP_CONTEXT context = 0xffffffffffffffffL;
// create a new Importer instance
Assimp::Importer* pcImp = new Assimp::Importer();
context = (JASSIMP_CONTEXT)(uintptr_t)pcImp;
#if (defined _DEBUG)
g_listActiveContexts.push_back(context);
#endif // ! ASSIMP_DEBUG
return context;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Importer
* Method: _NativeFreeContext
* Signature: (I)I
*/
JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeFreeContext
(JNIEnv * jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
#if (defined _DEBUG)
if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext))return AI_JNI_ERROR_RETURN;
#endif // ! ASSIMP_DEBUG
// delete the Importer instance
Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
delete pcImp;
#if (defined _DEBUG)
g_listActiveContexts.remove(jvmcontext);
#endif // ! ASSIMP_DEBUG
return 0;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Importer
* Method: _NativeLoad
* Signature: (Ljava/lang/String;II)I
*/
JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeLoad
(JNIEnv *jvmenv, jobject jvmthis, jstring jvmpath, jint jvmflags, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
jint iRet = 0;
#if (defined _DEBUG)
if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext))return AI_JNI_ERROR_RETURN;
#endif // ! ASSIMP_DEBUG
// get the path from the jstring
const char* szPath = jvmenv->GetStringUTFChars(jvmpath,NULL);
if (!szPath)
{
DefaultLogger::get()->error("[jnibridge] Unable to get path string from the java vm");
return AI_JNI_ERROR_RETURN;
}
// get the importer instance from the context
Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
// and load the file. The aiScene object itself remains accessible
// via Importer.GetScene().
if(NULL == pcImp->ReadFile(std::string(szPath),(unsigned int)jvmflags))
{
DefaultLogger::get()->error("[jnibridge] Unable to load asset");
// release the path again
jvmenv->ReleaseStringUTFChars(jvmpath,szPath);
return AI_JNI_ERROR_RETURN;
}
// release the path again
jvmenv->ReleaseStringUTFChars(jvmpath,szPath);
return iRet;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Scene
* Method: _NativeGetNumMeshes
* Signature: (I)I
*/
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMeshes
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
return (jint)pcImp->GetScene()->mNumMeshes;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Scene
* Method: _NativeGetNumAnimations
* Signature: (I)I
*/
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumAnimations
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
return (jint)pcImp->GetScene()->mNumAnimations;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Scene
* Method: _NativeGetNumTextures
* Signature: (I)I
*/
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumTextures
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
return (jint)pcImp->GetScene()->mNumTextures;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Scene
* Method: _NativeGetNumMaterials
* Signature: (I)I
*/
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMaterials
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
return (jint)pcImp->GetScene()->mNumMaterials;
}
}; //! namespace JNIBridge
}; //! namespace Assimp
#endif // !ASSIMP_JNI_EXPORT

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@ -0,0 +1,13 @@
/* DO NOT EDIT THIS FILE - it is machine generated */
#include <jni.h>
/* Header for class assimp_Animation */
#ifndef _Included_assimp_Animation
#define _Included_assimp_Animation
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif

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@ -18,18 +18,18 @@ JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeInitContext
/*
* Class: assimp_Importer
* Method: _NativeFreeContext
* Signature: (I)I
* Signature: (J)I
*/
JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeFreeContext
(JNIEnv *, jobject, jint);
(JNIEnv *, jobject, jlong);
/*
* Class: assimp_Importer
* Method: _NativeLoad
* Signature: (Ljava/lang/String;II)I
* Signature: (Ljava/lang/String;IJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeLoad
(JNIEnv *, jobject, jstring, jint, jint);
(JNIEnv *, jobject, jstring, jint, jlong);
#ifdef __cplusplus
}

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@ -10,34 +10,34 @@ extern "C" {
/*
* Class: assimp_Scene
* Method: _NativeGetNumMeshes
* Signature: (I)I
* Signature: (J)I
*/
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMeshes
(JNIEnv *, jobject, jint);
(JNIEnv *, jobject, jlong);
/*
* Class: assimp_Scene
* Method: _NativeGetNumAnimations
* Signature: (I)I
* Signature: (J)I
*/
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumAnimations
(JNIEnv *, jobject, jint);
(JNIEnv *, jobject, jlong);
/*
* Class: assimp_Scene
* Method: _NativeGetNumTextures
* Signature: (I)I
* Signature: (J)I
*/
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumTextures
(JNIEnv *, jobject, jint);
(JNIEnv *, jobject, jlong);
/*
* Class: assimp_Scene
* Method: _NativeGetNumMaterials
* Signature: (I)I
* Signature: (J)I
*/
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMaterials
(JNIEnv *, jobject, jint);
(JNIEnv *, jobject, jlong);
#ifdef __cplusplus
}

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@ -522,7 +522,7 @@ aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
#define AI_TEXTYPE_DIFFUSE 0x7
// ---------------------------------------------------------------------------
/** Helper function to get a diffuse texture from a material
/** Helper function to get a texture from a material
*
* This function is provided just for convinience.
* @param pMat Pointer to the input material. May not be NULL

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@ -161,6 +161,15 @@ public:
*/
void GetExtensionList(std::string& szOut);
// -------------------------------------------------------------------
/** Returns the scene loaded by the last successful call to ReadFile()
*
* @return Current scene or NULL if there is currently no scene loaded
*/
inline const aiScene* GetScene()
{return this->mScene;}
private:
/** Empty copy constructor. */
Importer(const Importer &other);

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@ -70,7 +70,7 @@ public class Importer {
* Assimp::Importer object. For 64 bit platforms it is something else ..
* at least it is guaranted to be unique ;-)
*/
private int m_iNativeHandle = 0xffffffff;
private long m_iNativeHandle = 0xffffffffffffffffl;
/**
* Loaded scene. It can't be used after the Importer class instance
@ -88,9 +88,10 @@ public class Importer {
* ASSIMP library. A native Assimp::Importer object is constructed and
* initialized. The flag list is set to zero, a default I/O handler
* is constructed.
*
* @throws NativeError Thrown if the jassimp library could not be loaded
* or if the entry point to the module wasn't found. if this exception
* is not thrown, you can assume that jAssimp is fully available.
* or if the entry point to the module wasn't found. if this exception
* is not thrown, you can assume that jAssimp is fully available.
*/
public Importer() throws NativeError {
/** try to load the jassimp library. First try to load the
@ -110,16 +111,16 @@ public class Importer {
// now create the native Importer class and setup our internal
// data structures outside the VM.
try {
if (0xffffffff == (this.m_iNativeHandle = _NativeInitContext())) {
if (0xffffffffffffffffl == (this.m_iNativeHandle = _NativeInitContext())) {
throw new NativeError(
"Unable to initialize the native library context." +
"The initialization routine has failed");
"The initialization routine has failed");
}
}
catch (UnsatisfiedLinkError exc) {
throw new NativeError(
"Unable to initialize the native library context." +
"The initialization routine has not been found");
"The initialization routine has not been found");
}
return;
}
@ -183,17 +184,20 @@ public class Importer {
* a default implementation is used. This implementation uses fopen()/
* fread()/fwrite()/fclose()/ftell()/fseek() and provides no support
* for archives like ZIP or PAK.
*
* @param path Path to the file to be read
* @return null if the import failed, otherwise a valid Scene instance
* @throws NativeError This exception is thrown when an unknown error
* occurs in the JNI bridge module.
*/
public Scene readFile(String path) {
public Scene readFile(String path) throws NativeError {
this.scene = new Scene(this);
this.path = path;
// we need to build a path that is valid for the current OS
char sep = System.getProperty("file.separator").charAt(0);
if(sep != '\\') this.path = this.path.replace('\\',sep);
if(sep != '/') this.path = this.path.replace('/',sep);
if (sep != '\\') this.path = this.path.replace('\\', sep);
if (sep != '/') this.path = this.path.replace('/', sep);
// need to build a list of postprocess step as bitflag combination
// Of course, this could have been implemented directly. However,
@ -212,11 +216,20 @@ public class Importer {
}
// now load the mesh
if(0xffffffff == this._NativeLoad(this.path,flags,this.m_iNativeHandle) ||
! this.scene.construct()) {
if (0xffffffff == this._NativeLoad(this.path, flags, this.m_iNativeHandle)) {
this.scene = null;
this.path = null;
return null;
throw new NativeError("Failed to load the mesh");
}
// and setup our Scene object
try {
this.scene.construct();
}
catch (NativeError exc) {
this.scene = null;
this.path = null;
throw exc;
}
return this.scene;
}
@ -260,17 +273,29 @@ public class Importer {
/**
* Implementation of <code>java.lang.Object.hashCode()</code>
*
* <p/>
* The native handle obtained from the JNI bridge is used as hash code.
* It is assumed to be unique, in fact it is normall the address of
* It is assumed to be unique, in fact it is normally the address of
* the native Assimp::Importer object.
*
* @return An unique value representing the object
*/
@Override
public int hashCode() {
return (int) (m_iNativeHandle >> 32) ^ (int) (m_iNativeHandle);
}
/**
* Retrieves the native context of the class. This is normally the
* address of the native Importer object.
* @return Native context
*/
public long getContext() {
return m_iNativeHandle;
}
/**
* JNI bridge call. For internal use only
* The method initializes the ASSIMP-JNI bridge for use. No native
@ -288,16 +313,18 @@ public class Importer {
* JNI bridge call. For internal use only
* The method destroys the ASSIMP-JNI bridge. No native function call
* to assimp will be successful after this method has been called.
*
* @return 0xffffffff if an error occured
*/
private native int _NativeFreeContext(int iContext);
private native int _NativeFreeContext(long iContext);
/**
* JNI bridge call. For internal use only
* The method loads the model into memory, but does not map it into the VM
* @param path Path (valid separators for the OS) to the model to be loaded
*
* @param path Path (valid separators for the OS) to the model to be loaded
* @param flags List of postprocess steps to be executed
* @return 0xffffffff if an error occured
*/
private native int _NativeLoad(String path,int flags, int iContext);
private native int _NativeLoad(String path, int flags, long iContext);
}

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@ -74,18 +74,481 @@ public class Mesh extends IMappable {
*/
private static final int MAX_NUMBER_OF_COLOR_SETS = 0x4;
/**
* Specifies which vertex components are existing in
* the native implementation. If a member is null here,
* although it is existing, it hasn't yet been mapped
* into memory
*/
private int m_iPresentFlags = 0;
private static final int PF_POSITION = 0x1;
private static final int PF_NORMAL = 0x2;
private static final int PF_TANGENTBITANGENT = 0x4;
private static final int PF_VERTEXCOLOR = 0x1000;
private static final int PF_UVCOORD = 0x10000;
private static int PF_VERTEXCOLORn(int n) {
assert(n <= MAX_NUMBER_OF_COLOR_SETS);
return PF_VERTEXCOLOR << n;
}
private static int PF_UVCOORDn(int n) {
assert(n <= MAX_NUMBER_OF_TEXTURECOORDS);
return PF_UVCOORD << n;
}
/**
* Contains the vertices loaded from the model
*/
private float[] m_vVertices = null;
/**
* Contains the normal vectors loaded from the model or
* computed by postprocess steps. Needn't be existing
*/
private float[] m_vNormals = null;
/**
* Contains the tangent vectors computed by Assimp
* Needn't be existing
*/
private float[] m_vTangents = null;
/**
* Contains the bitangent vectors computed by Assimp
* Needn't be existing
*/
private float[] m_vBitangents = null;
/**
* Contains the texture coordinate sets that have been loaded
* Needn't be existing
*/
private float[][] m_avUVs = new float[MAX_NUMBER_OF_TEXTURECOORDS][];
/**
* Specifies how many texture coordinate components are valid
* in an UV channel. Normally this will be 2, but 3d texture
* coordinates for cubic or volumetric mapping are also supported.
*/
private int[] m_aiNumUVComponents = new int[MAX_NUMBER_OF_TEXTURECOORDS];
/**
* Contains the vertex color sets that have been loaded
* Needn't be existing
*/
private float[][] m_avColors = new float[MAX_NUMBER_OF_COLOR_SETS][];
/**
* Number of vertices in the mesh
*/
private int m_iNumVertices;
/**
* Construction from a given parent object and array index
*
* @param parent Parent object
* @param index Valied index in the parent's list
*/
public Mesh(Object parent, int index) {
public Mesh(Object parent, int index) throws NativeError {
super(parent, index);
assert (parent instanceof Scene);
Scene sc = (Scene) parent;
if (0xffffffff == (this.m_iPresentFlags = this._NativeGetPresenceFlags(
sc.getImporter().getContext()))) {
throw new NativeError("Unable to obtain a list of vertex presence flags");
}
if (0xffffffff == (this.m_iNumVertices = this._NativeGetNumVertices(
sc.getImporter().getContext()))) {
throw new NativeError("Unable to obtain the number of vertices in the mesh");
}
if (0xffffffff == this._NativeGetNumUVComponents(
sc.getImporter().getContext(), this.m_aiNumUVComponents)) {
throw new NativeError("Unable to obtain the number of UV components");
}
}
/**
* Check whether there are vertex positions in the model
* <code>getVertex()</code> will assert this.
*
* @return true if vertex positions are available.
*/
public boolean hasPositions() {
return 0 != (this.m_iPresentFlags & PF_POSITION);
}
/**
* Check whether there are normal vectors in the model
* <code>getNormal()</code> will assert this.
*
* @return true if vertex normals are available.
*/
public boolean hasNormals() {
return 0 != (this.m_iPresentFlags & PF_NORMAL);
}
/**
* Check whether there are tangents/bitangents in the model
* <code>getTangent()</code> and <code>GetBitangent()</code> will assert this.
*
* @return true if vertex tangents and bitangents are available.
*/
public boolean hasTangentsAndBitangents() {
return 0 != (this.m_iPresentFlags & PF_TANGENTBITANGENT);
}
/**
* Check whether a given UV set is existing the model
* <code>getUV()</code> will assert this.
*
* @param n UV coordinate set index
* @return true the uv coordinate set is available.
*/
public boolean hasUVCoords(int n) {
return 0 != (this.m_iPresentFlags & PF_UVCOORDn(n));
}
/**
* Check whether a given vertex color set is existing the model
* <code>getColor()</code> will assert this.
*
* @param n Vertex color set index
* @return true the vertex color set is available.
*/
public boolean hasVertexColors(int n) {
return 0 != (this.m_iPresentFlags & PF_VERTEXCOLORn(n));
}
/**
* Get the number of vertices in the model
*
* @return Number of vertices in the asset. This could be 0 in some
* extreme cases although loaders should filter such cases out
*/
public int getNumVertices() {
return m_iNumVertices;
}
/**
* Get a vertex position in the mesh
*
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 3
* Receives the vertex position components in x,y,z order
*/
public void getPosition(int iIndex, float[] afOut) {
assert(this.hasPositions());
assert(afOut.length >= 3);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_vVertices) this.mapVertices();
iIndex *= 3;
afOut[0] = this.m_vVertices[iIndex];
afOut[1] = this.m_vVertices[iIndex + 1];
afOut[2] = this.m_vVertices[iIndex + 2];
}
/**
* Get a vertex position in the mesh
*
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 3
* @param iOutBase Start index in the output array
* Receives the vertex position components in x,y,z order
*/
public void getPosition(int iIndex, float[] afOut, int iOutBase) {
assert(this.hasPositions());
assert(afOut.length >= 3);
assert(iOutBase + 3 <= afOut.length);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_vVertices) this.mapVertices();
iIndex *= 3;
afOut[iOutBase] = this.m_vVertices[iIndex];
afOut[iOutBase + 1] = this.m_vVertices[iIndex + 1];
afOut[iOutBase + 2] = this.m_vVertices[iIndex + 2];
}
/**
* Provides direct access to the vertex position array of the mesh
* This is the recommended way of accessing the data.
*
* @return Array of floats, size is numverts * 3. Component ordering
* is xyz.
*/
public float[] getPositionArray() {
assert(this.hasPositions());
if (null == this.m_vVertices) this.mapVertices();
return this.m_vVertices;
}
/**
* Get a vertex normal in the mesh
*
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 3
* Receives the vertex normal components in x,y,z order
*/
public void getNormal(int iIndex, float[] afOut) {
assert(this.hasNormals());
assert(afOut.length >= 3);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_vNormals) this.mapNormals();
iIndex *= 3;
afOut[0] = this.m_vNormals[iIndex];
afOut[1] = this.m_vNormals[iIndex + 1];
afOut[2] = this.m_vNormals[iIndex + 2];
}
/**
* Get a vertex normal in the mesh
*
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 3
* @param iOutBase Start index in the output array
* Receives the vertex normal components in x,y,z order
*/
public void getNormal(int iIndex, float[] afOut, int iOutBase) {
assert(this.hasNormals());
assert(afOut.length >= 3);
assert(iOutBase + 3 <= afOut.length);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_vNormals) this.mapNormals();
iIndex *= 3;
afOut[iOutBase] = this.m_vNormals[iIndex];
afOut[iOutBase + 1] = this.m_vNormals[iIndex + 1];
afOut[iOutBase + 2] = this.m_vNormals[iIndex + 2];
}
/**
* Provides direct access to the vertex normal array of the mesh
* This is the recommended way of accessing the data.
*
* @return Array of floats, size is numverts * 3. Component ordering
* is xyz.
*/
public float[] getNormalArray() {
assert(this.hasNormals());
if (null == this.m_vNormals) this.mapNormals();
return this.m_vNormals;
}
/**
* Get a vertex tangent in the mesh
*
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 3
* Receives the vertex tangent components in x,y,z order
*/
public void getTangent(int iIndex, float[] afOut) {
assert(this.hasTangentsAndBitangents());
assert(afOut.length >= 3);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_vTangents) this.mapTangents();
iIndex *= 3;
afOut[0] = this.m_vTangents[iIndex];
afOut[1] = this.m_vTangents[iIndex + 1];
afOut[2] = this.m_vTangents[iIndex + 2];
}
/**
* Get a vertex tangent in the mesh
*
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 3
* @param iOutBase Start index in the output array
* Receives the vertex tangent components in x,y,z order
*/
public void getTangent(int iIndex, float[] afOut, int iOutBase) {
assert(this.hasTangentsAndBitangents());
assert(afOut.length >= 3);
assert(iOutBase + 3 <= afOut.length);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_vTangents) this.mapTangents();
iIndex *= 3;
afOut[iOutBase] = this.m_vTangents[iIndex];
afOut[iOutBase + 1] = this.m_vTangents[iIndex + 1];
afOut[iOutBase + 2] = this.m_vTangents[iIndex + 2];
}
/**
* Provides direct access to the vertex tangent array of the mesh
* This is the recommended way of accessing the data.
*
* @return Array of floats, size is numverts * 3. Component ordering
* is xyz.
*/
public float[] getTangentArray() {
assert(this.hasTangentsAndBitangents());
if (null == this.m_vTangents) this.mapTangents();
return this.m_vTangents;
}
/**
* Get a vertex bitangent in the mesh
*
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 3
* Receives the vertex bitangent components in x,y,z order
*/
public void getBitangent(int iIndex, float[] afOut) {
assert(this.hasTangentsAndBitangents());
assert(afOut.length >= 3);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_vBitangents) this.mapBitangents();
iIndex *= 3;
afOut[0] = this.m_vBitangents[iIndex];
afOut[1] = this.m_vBitangents[iIndex + 1];
afOut[2] = this.m_vBitangents[iIndex + 2];
}
/**
* Get a vertex bitangent in the mesh
*
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 3
* @param iOutBase Start index in the output array
* Receives the vertex bitangent components in x,y,z order
*/
public void getBitangent(int iIndex, float[] afOut, int iOutBase) {
assert(this.hasTangentsAndBitangents());
assert(afOut.length >= 3);
assert(iOutBase + 3 <= afOut.length);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_vBitangents) this.mapBitangents();
iIndex *= 3;
afOut[iOutBase] = this.m_vBitangents[iIndex];
afOut[iOutBase + 1] = this.m_vBitangents[iIndex + 1];
afOut[iOutBase + 2] = this.m_vBitangents[iIndex + 2];
}
/**
* Provides direct access to the vertex bitangent array of the mesh
* This is the recommended way of accessing the data.
*
* @return Array of floats, size is numverts * 3. Component ordering
* is xyz.
*/
public float[] getBitangentArray() {
assert(this.hasTangentsAndBitangents());
if (null == this.m_vBitangents) this.mapBitangents();
return this.m_vBitangents;
}
/**
* Get a vertex texture coordinate in the mesh
*
* @param channel Texture coordinate channel
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be equal to the value
* <code>getNumUVComponents</code> returns for <code>channel</code>
* Receives the vertex texture coordinate, components are in u,v,w order
*/
public void getTexCoord(int channel, int iIndex, float[] afOut) {
assert(this.hasUVCoords(channel));
assert(afOut.length >= this.m_aiNumUVComponents[channel]);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_avUVs[channel]) this.mapUVs(channel);
iIndex *= this.m_aiNumUVComponents[channel];
for (int i = 0; i < this.m_aiNumUVComponents[channel];++i) {
afOut[i] = this.m_avUVs[channel][iIndex+i];
}
}
/**
* Get a vertex texture coordinate in the mesh
*
* @param channel Texture coordinate channel
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be equal to the value
* <code>getNumUVComponents</code> returns for <code>channel</code>
* Receives the vertex texture coordinate, components are in u,v,w order
* @param iOutBase Start index in the output array
*/
public void getTexCoord(int channel, int iIndex, float[] afOut, int iOutBase) {
assert(this.hasUVCoords(channel));
assert(afOut.length >= this.m_aiNumUVComponents[channel]);
assert(iOutBase + this.m_aiNumUVComponents[channel] <= afOut.length);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_avUVs[channel]) this.mapUVs(channel);
iIndex *= this.m_aiNumUVComponents[channel];
for (int i = 0; i < this.m_aiNumUVComponents[channel];++i) {
afOut[i+iOutBase] = this.m_avUVs[channel][iIndex+i];
}
}
/**
* Provides direct access to a texture coordinate channel of the mesh
* This is the recommended way of accessing the data.
*
* @return Array of floats, size is numverts * <code>getNumUVComponents
* (channel)</code>. Component ordering is uvw.
*/
public float[] getTexCoordArray(int channel) {
assert(this.hasUVCoords(channel));
if (null == this.m_avUVs[channel]) this.mapUVs(channel);
return this.m_avUVs[channel];
}
protected void OnMap() throws NativeError {
// map all vertex component arrays into our memory
}
/**
* JNI bridge function - for internal use only
* Retrieve a bit combination which indicates which vertex
* components are existing in the model.
*
* @param context Current importer context (imp.hashCode)
* @return Combination of the PF_XXX constants
*/
private native int _NativeGetPresenceFlags(long context);
/**
* JNI bridge function - for internal use only
* Retrieve the number of vertices in the mesh
*
* @param context Current importer context (imp.hashCode)
* @return Number of vertices in the mesh
*/
private native int _NativeGetNumVertices(long context);
/**
* JNI bridge function - for internal use only
* Retrieve the number of uvw components for a channel
*
* @param context Current importer context (imp.hashCode)
* @param out Output array. Size must be MAX_NUMBER_OF_TEXTURECOORDS.
* @return 0xffffffff if an error occured
*/
private native int _NativeGetNumUVComponents(long context, int[] out);
}

View File

@ -124,88 +124,92 @@ public class Scene {
/**
* Used to initialize the class instance. Called by Importer. Will maybe
* be replaced with a RAII solution ...
*
* @return true if we're successful
*/
protected boolean construct() {
protected void construct() throws NativeError {
int i;
// load all meshes
int iTemp = this._NativeGetNumMeshes(imp.hashCode());
if (0xffffffff == iTemp) return false;
this.m_vMeshes.setSize(iTemp);
// Mesh, Animation, Texture, Material and Node constructors
// throw exceptions if they fail
try {
for (i = 0; i < iTemp; ++i) {
this.m_vMeshes.set(i, new Mesh(this, i));
}
// load all animations
iTemp = this._NativeGetNumAnimations(imp.hashCode());
if (0xffffffff == iTemp) return false;
this.m_vAnimations.setSize(iTemp);
for (i = 0; i < iTemp; ++i) {
this.m_vAnimations.set(i, new Animation(this, i));
}
// load all textures
iTemp = this._NativeGetNumTextures(imp.hashCode());
if (0xffffffff == iTemp) return false;
this.m_vTextures.setSize(iTemp);
for (i = 0; i < iTemp; ++i) {
this.m_vTextures.set(i, new Texture(this, i));
}
// load all materials
iTemp = this._NativeGetNumMaterials(imp.hashCode());
if (0xffffffff == iTemp) return false;
this.m_vMaterials.setSize(iTemp);
for (i = 0; i < iTemp; ++i) {
this.m_vMaterials.set(i, new Material(this, i));
}
// now load all nodes
//this.m_rootNode = new Node(this, 0xffffffff);
// load all meshes
int iTemp = this._NativeGetNumMeshes(imp.hashCode());
if (0xffffffff == iTemp) throw new NativeError("Unable to obtain number of meshes in the scene");
this.m_vMeshes.setSize(iTemp);
for (i = 0; i < iTemp; ++i) {
this.m_vMeshes.set(i, new Mesh(this, i));
}
catch (Exception ex) {
// LOG
return false;
// load all animations
iTemp = this._NativeGetNumAnimations(imp.getContext());
if (0xffffffff == iTemp) throw new NativeError("Unable to obtain number of animations in the scene");
this.m_vAnimations.setSize(iTemp);
for (i = 0; i < iTemp; ++i) {
this.m_vAnimations.set(i, new Animation(this, i));
}
return true;
// load all textures
iTemp = this._NativeGetNumTextures(imp.getContext());
if (0xffffffff == iTemp) throw new NativeError("Unable to obtain number of textures in the scene");
this.m_vTextures.setSize(iTemp);
for (i = 0; i < iTemp; ++i) {
this.m_vTextures.set(i, new Texture(this, i));
}
// load all materials
iTemp = this._NativeGetNumMaterials(imp.getContext());
if (0xffffffff == iTemp) throw new NativeError("Unable to obtain number of materials in the scene");
this.m_vMaterials.setSize(iTemp);
for (i = 0; i < iTemp; ++i) {
this.m_vMaterials.set(i, new Material(this, i));
}
// now load all nodes
//this.m_rootNode = new Node(this, 0xffffffff);
return;
}
/** JNI bridge function - for internal use only
/**
* JNI bridge function - for internal use only
* Retrieve the number of meshes in a scene
*
* @param context Current importer context (imp.hashCode)
* @return Number of meshes in the scene that belongs to the context
* @return Number of meshes in the scene that belongs to the context
*/
private native int _NativeGetNumMeshes(int context);
private native int _NativeGetNumMeshes(long context);
/** JNI bridge function - for internal use only
/**
* JNI bridge function - for internal use only
* Retrieve the number of animations in a scene
*
* @param context Current importer context (imp.hashCode)
* @return Number of animations in the scene that belongs to the context
* @return Number of animations in the scene that belongs to the context
*/
private native int _NativeGetNumAnimations(int context);
private native int _NativeGetNumAnimations(long context);
/** JNI bridge function - for internal use only
/**
* JNI bridge function - for internal use only
* Retrieve the number of textures in a scene
*
* @param context Current importer context (imp.hashCode)
* @return Number of textures in the scene that belongs to the context
* @return Number of textures in the scene that belongs to the context
*/
private native int _NativeGetNumTextures(int context);
private native int _NativeGetNumTextures(long context);
/** JNI bridge function - for internal use only
/**
* JNI bridge function - for internal use only
* Retrieve the number of materials in a scene
*
* @param context Current importer context (imp.hashCode)
* @return Number of materials in the scene that belongs to the context
* @return Number of materials in the scene that belongs to the context
*/
private native int _NativeGetNumMaterials(int context);
private native int _NativeGetNumMaterials(long context);
}

View File

@ -49,18 +49,18 @@
<option name="MAXIMUM_HEAP_SIZE" value="128" />
</component>
<component name="JavadocGenerationManager">
<option name="OUTPUT_DIRECTORY" />
<option name="OPTION_SCOPE" value="protected" />
<option name="OUTPUT_DIRECTORY" value="J:/Programmieren/ASSIMP/assimp2/doc/javadoc" />
<option name="OPTION_SCOPE" value="package" />
<option name="OPTION_HIERARCHY" value="true" />
<option name="OPTION_NAVIGATOR" value="true" />
<option name="OPTION_INDEX" value="true" />
<option name="OPTION_SEPARATE_INDEX" value="true" />
<option name="OPTION_DOCUMENT_TAG_USE" value="false" />
<option name="OPTION_DOCUMENT_TAG_AUTHOR" value="false" />
<option name="OPTION_DOCUMENT_TAG_VERSION" value="false" />
<option name="OPTION_DOCUMENT_TAG_VERSION" value="true" />
<option name="OPTION_DOCUMENT_TAG_DEPRECATED" value="true" />
<option name="OPTION_DEPRECATED_LIST" value="true" />
<option name="OTHER_OPTIONS" value="" />
<option name="OTHER_OPTIONS" />
<option name="HEAP_SIZE" />
<option name="OPEN_IN_BROWSER" value="true" />
</component>

View File

@ -307,7 +307,7 @@
InlineFunctionExpansion="2"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;C:\Program Files\Java\jdk1.6.0_01\include&quot;;&quot;C:\Program Files\Java\jdk1.6.0_01\include\win32&quot;"
AdditionalIncludeDirectories="&quot;$(JAVA_HOME)\include&quot;;&quot;$(JAVA_HOME)\include\win32&quot;"
PreprocessorDefinitions="NDEBUG;_SCL_SECURE_NO_WARNINGS;_CRT_SECURE_NO_WARNINGS;WIN32;ASSIMP_JNI_EXPORT"
StringPooling="true"
BufferSecurityCheck="false"
@ -377,7 +377,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="&quot;C:\Program Files\Java\jdk1.6.0_01\include&quot;;&quot;C:\Program Files\Java\jdk1.6.0_01\include\win32&quot;"
AdditionalIncludeDirectories="&quot;$(JAVA_HOME)\include&quot;;&quot;$(JAVA_HOME)\include\win32&quot;"
PreprocessorDefinitions="DEBUG;_SCL_SECURE_NO_WARNINGS;_CRT_SECURE_NO_WARNINGS;WIN32;ASSIMP_JNI_EXPORT"
BasicRuntimeChecks="3"
SmallerTypeCheck="true"